U.S. patent application number 11/059781 was filed with the patent office on 2006-08-17 for codeword matching game using a mass media network.
Invention is credited to Timothy Yi-Chung Chow, George Skaff Elias, Chenteh Kenneth Fan, Richard Channing Garfield.
Application Number | 20060183549 11/059781 |
Document ID | / |
Family ID | 36685780 |
Filed Date | 2006-08-17 |
United States Patent
Application |
20060183549 |
Kind Code |
A1 |
Chow; Timothy Yi-Chung ; et
al. |
August 17, 2006 |
Codeword matching game using a mass media network
Abstract
The home viewing audience of a program that is broadcast over a
television or other mass media network plays a game by matching
events on the program or its commercials with a personal telephone
number or similar personal codeword. In one version, the organizers
distribute a code table listing events that might occur on the
program, and associate a code with each such event. A player
watches for events listed on the code table, hoping to match the
associated codes to parts of his codeword. A player becomes
eligible to win if his entire codeword is successfully matched to
codes of events that actually occur on the program, and may
telephone a predetermined telephone number to declare his
eligibility to win prizes. A second version of the game is like the
first except there is no code table; the players watch for direct
appearances of the codes themselves.
Inventors: |
Chow; Timothy Yi-Chung;
(Cambridge, MA) ; Elias; George Skaff; (Seattle,
WA) ; Fan; Chenteh Kenneth; (Cambridge, MA) ;
Garfield; Richard Channing; (Seattle, WA) |
Correspondence
Address: |
CHOATE, HALL & STEWART LLP
TWO INTERNATIONAL PLACE
BOSTON
MA
02110
US
|
Family ID: |
36685780 |
Appl. No.: |
11/059781 |
Filed: |
February 17, 2005 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3295 20130101; G07F 17/3223 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
G06F 19/00 20060101
G06F019/00; G06F 17/00 20060101 G06F017/00 |
Claims
1. A game comprising a distinct codeword for each player, wherein
said player matches a part of said codeword with one or more codes,
and wherein said code is associated with a specific event that
occurs during either one of, or both of, a program or a commercial
advertisement broadcast over a mass media network, wherein: (a)
said game comprises a code table which associates said code to an
event that could potentially occur during said program; or (b) said
code is broadcast on said program or on a commercial
advertisement.
2. The game according to claim 1, wherein said codeword is a
telephone number, a social security number, or a sequence of
symbols that is derived from a personal identification number.
3. The game according to claim 1, wherein said mass media network
is a television network.
4. The game according to claim 3, wherein said codeword is a
telephone number and is identified by caller identification
technology.
5. The game according to claim 4, wherein said game comprises a
code table and said code table is made available to the player
prior to said broadcast.
6. A code table, for playing a game, comprising a listing of
potential events associated with a particular program broadcast
over a mass media network and a discrete code associated with each
potential event.
7. The code table according to claim 6, wherein said code table is
printed in a publication and is optionally available by
subscription wherein a player obtains said code table on a regular
and predetermined basis.
8. The code table according to claim 6, wherein said code table is
obtained via the internet and is optionally downloaded.
9. A method of playing the game according to claim 1, wherein said
game comprises a code table which associates said code to an event
that could potentially occur during said program, said method
comprising the steps of: (a) selecting a program before its
scheduled broadcast time, wherein said program is broadcast over a
mass media network; (b) obtaining a codeword comprising a plurality
of symbols; (c) obtaining the code table that associates a code to
an event that could potentially occur during said program; (d)
following said program to find a match between a part of said
codeword and a code that is associated to an event that actually
occurs, wherein said code is found in said code table; and (e)
repeating step (d) until symbols of the codeword are matched with a
code from said code table such that said matches satisfy a
predetermined criterion for ending the game.
10. The method according to claim 9, wherein said mass media
network is a television network.
11. The method according to claim 10, wherein said codeword is a
telephone number, a social security number, or a sequence of
symbols that is derived from a personal identification number.
12. The method according to claim 11, wherein said codeword is a
telephone number and is identified by caller identification
technology.
13. The method according to claim 10, wherein said program is
fiction, non-fiction, live, or prerecorded.
14. A method of playing the game according to claim 1, wherein said
code is broadcast on a program or on a commercial advertisement,
comprising the steps of: (a) selecting a program before its
scheduled broadcast time, wherein said program is broadcast over a
mass media network; (b) obtaining a codeword comprising a plurality
of symbols; (c) following said program to find a match between a
part of said codeword and a code that is associated to an event
that actually occurs, wherein said code is broadcast on said
program or on a commercial advertisement; and (d) repeating step
(c) until all symbols of the codeword are matched with a code such
that said matches satisfy a predetermined criterion for ending the
game.
15. The method according to claim 14, wherein said program is a
game show designed to generate said code.
16. The method according to claim 14, wherein said codeword is a
telephone number, a social security number, or a sequence of
symbols that is derived from a personal identification number.
17. The method according to claim 14, wherein said mass media
network is a television network.
18. The method according to claim 16, wherein said codeword is a
telephone number and is identified by caller identification
technology.
19. The method according to claim 9, further comprising the step of
winning merchandise, a prize, or cash.
20. The method according to claim 14, further comprising the step
of winning merchandise, a prize, or cash.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to a method of playing a game
with a program broadcast over a television network, or other mass
media network, wherein the home audience has the potential to win
prizes.
BACKGROUND OF THE INVENTION
[0002] Television stations and networks face increasing challenges
in their constant effort to attract and retain viewers. In recent
years, the number of television channels has increased
considerably, and hundreds of channels compete for the viewers'
attention. Improved technology for allowing viewers to record
broadcasts and skip over commercials during replay has begun to
undermine the traditional business model whereby advertisers
underwrite the costs of producing television programs in return for
the privilege of periodically interrupting the broadcast to show
their commercials.
[0003] To maintain viewer interest, the television industry has
devised numerous genres of programming, including movies, soap
operas, sitcoms, dramas, documentaries, sports events, cartoons,
and others. Almost all of these programs rely entirely on their
intrinsic entertainment value to hold the viewer's attention. One
exception to this rule that has been tried on occasion is the idea
of offering viewers, in the context of either a game show or a
commercial, the opportunity to win prizes by playing a bingo-like
or lottery-style game. The goal is to provide viewers with a
financial incentive to pay close attention to a program or its
commercials.
[0004] The major disadvantage of this idea, as implemented in the
prior art, has been that game shows and commercials have a limited
audience, and many people do not watch them. Specific embodiments
in the prior art have suffered from other disadvantages as well.
For example, it is often required that specialized hardware be
obtained in advance in order to play the game. This creates a
barrier to entry that discourages many from participating. In other
cases, such as when a random phone number is broadcast and the
lucky person with that particular phone number wins a prize, the
viewer's role is completely passive, making the game uninteresting
to play. In addition, this strategy fails to draw the viewers'
attention to the actual content of a program and its commercials.
Another disadvantage of most bingo-like, or lottery-style, games in
the prior art is that they require players to pay to play. Such a
requirement not only creates a barrier to entry, but also
disqualifies some people who live where such activity is deemed to
constitute illegal gambling.
[0005] Accordingly, there remains a need to provide a method of
playing a game with any type of program, including but not limited
to game shows, in order to increase interest in the program and its
commercials by offering an incentive in the form of prizes. It
would be desirable to provide a method of playing a game with the
aforementioned characteristics wherein a minimum of advance
preparation and specialized hardware is needed for a viewer to play
and win. In addition, it would be desirable to provide a method of
playing a game wherein viewers need not pay anything in order to
play and win and the viewer is not merely a passive observer but
has fun actively playing the game. Such a game would allow for a
large number of players over a wide geographical area to play
simultaneously.
SUMMARY OF THE INVENTION
[0006] In accordance with the present invention, one or more
programs scheduled to be broadcast over a television network or
other mass media network are selected before the scheduled
broadcast time in order to be used for playing a game. Any member
of the audience is a potential player of the game. The organizers
of the game specify a personal codeword for each player of the
game. The codeword could be a personal identification number that
the player already possesses, such as a telephone number or a
social security number, or it might be a sequence of symbols
computed from a personal identification number by using an
algorithm. In certain embodiments, the codeword is a distinct,
randomly generated sequence of symbols.
[0007] The organizers prepare a list of identifiable events that
could potentially occur on a program or its commercials. These
events could be events that occur naturally in the course of a
program, or they could be specific events that the organizers
deliberately insert into the broadcast. To each event on the list,
the organizers associate a code, which is a sequence of symbols
that potentially matches a fragment of a player's codeword.
[0008] Players follow the program during its scheduled broadcast
time and look for the identifiable events. Each time such an event
occurs on a program or its commercials, each player checks to see
if the associated code matches part of his or her codeword. As the
broadcast proceeds, more and more events occur, and players find
more and more matches between their codewords and the codes
associated to the occurring events. A player's eligibility to win
is determined on the basis of his or her matches.
DETAILED DESCRIPTION
[0009] The present invention relates to a game in which the players
try to win by matching parts of a personal codeword with codes
associated to specific events that occur during one or more
programs broadcast over a mass media network. As used herein, the
phrase "one or more programs" is used interchangeably with the
phrase "a program". In certain embodiments, a program is broadcast
over a television network. In other embodiments, a program is a
radio broadcast or is broadcast via internet "streaming".
[0010] In one embodiment, the organizers select an all-new episode
of a television sitcom that is scheduled to be broadcast some time
in the future. In certain embodiments, the organizers specify that
a player's telephone number is his or her codeword. The organizers
create a list of identifiable events that might be shown on
television during the broadcast or its commercial breaks. For
example, the broadcast may be a television sitcom wherein John
Superstar is a character on the sitcom. Three sample events might
be, "a car commercial occurs during the first commercial break",
"John Superstar says `Let's get outta here!`", and "John Superstar
buys a new car." The organizers create a code table by associating
a code, such as a one- or two-digit numerical sequence, to each
event on the list of identifiable events. For example, the codes
for the three sample events could be "12", "5" and "13",
respectively. The code table is made available to the
viewer/players prior to said broadcast so that events may be
associated with their respective codes during the playing of the
game.
[0011] In certain embodiments, the code table is published and
distributed to the audience. In other embodiments, the code table
is obtained online and is optionally downloaded by the
viewer/player. In still other embodiments, a viewer/player may
subscribe to the game wherein said viewer/player obtains a code
table on a regular and predetermined basis, such as weekly or
monthly.
[0012] To play, a player obtains a code table and, as previously
specified by the organizers, uses his or her codeword. In certain
embodiments, the player's codeword is his or her telephone number.
The player then watches the broadcast for events listed on the code
table. Each time a listed event occurs, the player takes the code
associated with that event on the code table and checks his or her
codeword for an occurrence of that code. In certain embodiments, a
code occurs in a codeword when the digits of that code appear
consecutively and in the same order within the codeword. In other
embodiments, if a code occurs multiple times in a codeword, the
player may choose one of these occurrences, but only one. For
example, using the sample events described above, if the player's
codeword is "2025551234" and a car commercial occurs during the
first commercial break, then the player finds that the associated
code, "12", does occur in his or her codeword. However, even if
John Superstar buys a new car, the player does not find a match,
because the code associated with this event, "13", does not occur
in his or her codeword. If John Superstar says "Let's get outta
here!", then the player will note three occurrences of the
associated code "5" in his or her codeword, but he or she can use
this code to match only one of the three occurrences. However, if
John Superstar says "Let's get outta here!" again, then the player
does get a second code of "5", which he or she can use to match a
second occurrence of "5" in his or her codeword.
[0013] The player continues watching for events and matching codes
on the code table with parts of his or her codeword until every
digit in his or her codeword is matched with some code
corresponding to an event that has occurred. When this happens, the
player contacts the game organizers to declare his or her
eligibility to win the game. In certain embodiments, the player
telephones a special number set up by the game organizers to
declare his or her eligibility to win the game. In other
embodiments, the player contacts the game organizers online or by
mail. In still other embodiments, the player's codeword is his or
her telephone number and the organizers utilize caller
identification technology to identify players and verify their
eligibility to win.
[0014] As described herein, in certain embodiments of the present
invention the player's codeword is his or her telephone number.
This aspect of the present invention eliminates the need for the
distribution of the codeword and allows a player to play the game
without the added steps of obtaining their codeword. Thus, a
distinguishing feature of the game of the present invention is the
ability to publicly broadcast the key to unlocking the player's
codeword which the player already owns. In addition, when the
player's codeword is his or her telephone number then the
organizers can utilize caller identification technology to identify
players and verify their eligibility to win.
[0015] The game organizers collect phone calls from players and
select winners from among those who have called, or otherwise
contacted the game organizers, according to some rule decided by
the game organizers before the start of the game. For example, the
winners might be the first ten people who have called in and have
completely matched their codeword. Or in another game, the winners
might be ten people selected at random from the first one thousand
people who have called in and have completely matched their
codeword.
[0016] In certain embodiments, the winners are awarded a prize
which could take the form of merchandise, services or cash.
Optionally, consolation prizes could be awarded to some or all of
the players who have declared their eligibility to win but have not
won.
[0017] A television program does not need to be a sitcom but could
be any scheduled broadcast such as, but not limited to, a movie, a
soap opera, a sitcom, a drama, a documentary, a sporting event, or
a cartoon. In certain embodiments, the program is fiction,
non-fiction, live, or prerecorded. In certain embodiments, the
program is not readily available to players prior to its broadcast
time. In other embodiments, the program is a rerun of a program
previously broadcast. It will be appreciated that the identifiable
events associated with a rerun program may be different than those
associated for that same program during a prior broadcast.
[0018] In certain embodiments, the events on the list of
identifiable events are chosen to heighten interest in a program.
For example, a possible event could be "The President of the United
States makes a guest appearance." Players would then eagerly tune
in to the program to see if this actually happens. Selection of
interesting events is easier if the organizers preview a program
when designing the code table. Accordingly, in another aspect of
the present invention, the organizers preview a program when
designing the code table. However, previewing is not necessary
especially when a well-known character is involved in the
broadcast. For example, if a program is an episode of a series that
involves a well-known character called Phoebe who frequently talks
about crystals, then the event "Phoebe mentions crystals" could be
used without having prior knowledge of the contents of the episode.
With respect to sports broadcasts, various events are likely to
occur and are readily incorporated into the code table. For
example, if a program is a live broadcast, such as a baseball game,
events such as "a pitcher strikes out ten batters" could be
used.
[0019] The following list gives further examples of identifiable
events, that may occur during a particular television sitcom,
together with an associated code, thus creating a "code table".
[0020] 0 Ross is the first main character to speak after the second
commercial break. [0021] 0 First commercial break includes a fast
food ad. [0022] 0 First commercial break includes a car ad. [0023]
1 Second commercial break includes a fast food ad. [0024] 1 Show
begins in Monica's apartment. [0025] 1 Monica is the first main
character to speak after the second commercial break. [0026] 2 Ross
is the first main character to speak. [0027] 2 Second commercial
break includes a soft drink ad. [0028] 2 First commercial break
includes a soft drink ad. [0029] 3 Joey is the first main character
to speak after the second commercial break. [0030] 3 Show begins in
coffee house. [0031] 3 First commercial break includes a film ad.
[0032] 4 Phoebe is the first main character to speak after the
first commercial break. [0033] 4 Monica is the first main character
to speak. [0034] 4 Rachel is the first main character to speak.
[0035] 5 Second commercial break includes a car ad. [0036] 5
Chandler is the first main character to speak after the second
commercial break. [0037] 5 Phoebe is the first main character to
speak. [0038] 6 Second commercial break includes a film ad. [0039]
6 Rachel is the first main character to speak after the first
commercial break. [0040] 6 Chandler is the first main character to
speak. [0041] 7 Joey is the first main character to speak after the
first commercial break. [0042] 7 Phoebe is the first main character
to speak after the second commercial break. [0043] 7 First
commercial break includes a bank ad. [0044] 8 Rachel is the first
main character to speak after the second commercial break. [0045] 8
Chandler is the first main character to speak after the first
commercial break. [0046] 8 Joey is the first main character to
speak. [0047] 9 Second commercial break includes a bank ad. [0048]
9 ROSS is the first main character to speak after the first
commercial break. [0049] 9 Monica is the first main character to
speak after the first commercial break. [0050] 00 Ross and Phoebe
are on a couch. [0051] 00 Phoebe takes a sip of something. [0052]
01 Monica is wearing boots. [0053] 02 Rachel is wearing a skirt.
[0054] 03 Phoebe hugs someone. [0055] 04 Rachel is watching TV.
[0056] 05 Monica is seen at work. [0057] 06 Ross shakes someone's
hand. [0058] 07 Monica is talking on a telephone. [0059] 08
Chandler and Rachel are on a couch. [0060] 09 A woman Ross has
dated but not married is seen. [0061] 10 Joey hits on a woman.
[0062] 11 Chandler seen at work. [0063] 11 Joey and Monica are on a
couch. [0064] 12 A main character gets a job. [0065] 13 Phoebe and
Monica are on a couch. [0066] 14 Someone other than Joey says "How
YOU doing?" [0067] 15 Ross kisses someone. [0068] 16 Joey hugs
someone. [0069] 17 Chandler and Joey are on a couch. [0070] 18 The
main characters are playing a game or a sport. [0071] 19 Joey
kisses someone. [0072] 20 Phoebe says "Goddess", or "Aura", or
"Crystal". [0073] 21 Phoebe sings. [0074] 22 Chandler makes fun of
Joey. [0075] 22 Phoebe and Rachel are on a couch. [0076] 23
Chandler does his sneer sarcastic silent laugh. [0077] 24 Chandler
makes fun of Ross. [0078] 25 Phoebe is in Ross's or Joey's
apartment. [0079] 26 Chandler makes fun of Ross. [0080] 27 Chandler
has his legs crossed. [0081] 28 Phoebe says "Mother". [0082] 29
Chandler makes fun of Ross. [0083] 30 Phoebe kisses someone. [0084]
31 One of Ross's ex-wives (other than Rachel) is seen. [0085] 32
Ross laughs sarcastically. [0086] 33 All six main characters are on
screen, somewhere other than the coffee place or Monica's
apartment. [0087] 33 Rachel is in pajamas or a nightgown. [0088] 34
Phoebe is wearing a shawl. [0089] 35 Ross and Monica are on a
couch. [0090] 36 Monica is in pajamas or a nightgown. [0091] 37
Ross says a word six or more syllables long. [0092] 38 Monica hits
someone. [0093] 39 Phoebe is wearing a scarf. [0094] 40 Ross says
"Dinosaur" or "Dinosaurs". [0095] 41 Gunter is seen after the
second commercial break. [0096] 42 Gunter says something. [0097] 43
Joey opens a refrigerator. [0098] 44 Chandler makes fun of Monica.
[0099] 44 A main character loses a job. [0100] 45 Joey and Rachel
are on a couch. [0101] 46 Monica and Rachel are on a couch. [0102]
47 Rachel has both hands full. [0103] 48 Rachel is wearing boots.
[0104] 49 Someone says "High school". [0105] 50 Phoebe is wearing a
necklace. [0106] 51 Rachel shakes someone's hand. [0107] 52
Chandler hugs someone.
[0108] One of ordinary skill in the art would recognize that
numerous other code tables may be created from the same broadcast
program using a variety of events associated with particular codes.
Accordingly, another aspect of the present invention provides a
code table comprising a listing of potential events, associated
with a particular broadcast program, and a discrete code associated
with each potential event.
[0109] A player's phone number is not the only possible codeword.
The organizers may use some other personal identification number.
For example, in alternate embodiments, a player's social security
number is used. In fact, arbitrary sequences of symbols could be
used as codewords.
[0110] The organizers may optionally use an algorithm to transform
a personal identification number into a special sequence of symbols
and use this sequence as a codeword. The algorithm could be
distributed to all players along with the code table either via a
printed publication or through the internet or some other mass
distribution network. Alternatively, the organizers could simply
arbitrarily assign codewords to players in such a way that every
player has an equal probability of winning.
[0111] In accordance with the present invention, codes are
sequences of one or more symbols that could potentially be found
within a codeword. Optionally, one or more codes involve one or
more instances of a wildcard symbol, which would represent any
single symbol used in a codeword.
[0112] Various rules for matching codes to parts of a codeword are
contemplated by the present invention. For example, the organizers
could allow a match to occur when a code is found either forwards
or backwards within a codeword. As another example, the organizers
could allow codes to wrap around the end of a codeword; that is, if
"ABC" is a codeword and the code is "CA", then the player would
have a match if the rules allow wrap-around. Both of the
aforementioned modifications could simultaneously be adopted.
[0113] Another possible matching rule requires the players to
arrange the symbols of their codewords into a grid pattern, and
declare a match if a code can be found in a straight horizontal,
vertical, or diagonal line within the grid.
[0114] When a player is matching more than one code, the codes
might cover overlapping portions of the codeword. For example, if
the codeword is "ABC" and the codes are "AB", "BC" and "C", then
the only occurrences of "AB" and "BC" overlap whereas the only
occurrences of "AB" and "C" do not. If two codes overlap, then the
organizers can choose to allow both matches to count, or
alternatively they could allow the player to use one or the other
match, but not both.
[0115] If the organizers have control over the broadcast, then they
may choose to help players identify when a code becomes available
by broadcasting the code itself. For example, if an event
associated with the code "12" occurs on a television sitcom, the
code "12" could be made to pop up on the screen at the moment the
event occurs.
[0116] In another embodiment of the invention, the code table is
entirely dispensed with and instead codes are delivered by
broadcasting the codes at select times during the program or any of
its commercial breaks. One advantage of not utilizing the code
table, is that it can be used with any program, including programs
whose content is already known to viewers, such as reruns. In
addition, the organizers' task is greatly simplified; the
organizers no longer need to preview the program to find suitable
events. The organizers also enjoy greater flexibility with respect
to the timing of the appearance of codes. In this aspect of the
invention, familiarity with the characters on the program is
immaterial.
[0117] Yet another embodiment of the present invention utilizes a
program expressly created to support the playing of this game by
staging stunts whose outcomes are associated with specific codes.
For example, a member of the studio audience might be brought on
stage as a contestant. The contestant is given a dart and shown a
large dartboard decorated with codes. The contestant, who may also
be trying to match his or her own personal codeword, attempts to
hit a code. Whatever code he or she happens to hit becomes
available for matching to all players of the game. Another example
stunt would be to have the contestant suggest two codes, one
desirable and one undesirable. The contestant is then given a
stunt; for example, he or she could be asked to complete an
obstacle course within one minute. If he or she succeeds, his or
her desired code becomes available for matching to all players of
the game. If he or she fails, his or her undesired code becomes
available for matching to all players of the game. As a third
example, suppose that each of two contestants desires a code that
the other does not. In this case, they could be made to compete for
their preferred code to become available to all players of the
game. For instance, they might race each other to see who can bob
for more apples. One of ordinary skill in the art would recognize
that numerous "stunts" are amenable to the game of the present
invention. Accordingly, it will be appreciated that the above
examples are not limiting.
[0118] To implement any of the above embodiments effectively,
special-purpose hardware and/or software that collects and
processes the large number of telephone calls that could
potentially occur during the broadcast of the program can be used.
For example, automatic call distribution coupled with computer
telephony integration, as currently used in many large call
centers, could be used. Such technology is well known to one of
ordinary skill in the art.
[0119] In certain embodiments, the game is implemented using a
program broadcast on mass media networks other than television,
such as the internet, radio, or other wireless networks.
[0120] It will be appreciated that, in the event that a program is
broadcast at different times in different time zones, the
organizers can implement different versions for each separate
broadcast time.
[0121] Players will probably have more fun playing the game if they
feel that they retain a chance of winning all the way through a
program. Accordingly, in another aspect of the present invention,
not too many players are eliminated from contention early in a
program, and a player is not be able to win until relatively late
in a program. Moreover, it might be desirable for nearly all
players to be very close to completely matching their codeword by
the end of a program. Thus, according to yet another aspect of the
present invention, the organizers adjust the choice of codes, the
frequency of identifiable events, and the association of codes to
these events.
[0122] Another aspect of the present invention provides a game,
comprising a distinct codeword for each player, wherein said player
matches a part of said codeword with a code, and wherein said code
is associated with a specific event that occurs during one or more
programs broadcast over a mass media network. In certain
embodiments, said game comprises a code table which associates said
code to an event that could potentially occur during a program. In
other embodiments, said code is broadcast on q program or on a
commercial advertisement. According to another aspect of the game,
the player's codeword is his or her telephone number and is
identified by caller identification technology.
[0123] Numerous alterations of the format and the playing of the
game are possible. For example, rather than basing eligibility to
win on completely matching a codeword, the organizers could declare
that the players who have completely avoided any codeword matches
during a program are the ones who are eligible to win. It is to be
understood that the present disclosure relates to preferred
embodiments of the invention which are for purposes of illustration
only and are not to be considered as a limitation of the
invention.
* * * * *